@DabDab @Fortune arguing in a forum is totally pointless guys, and I'm sure the rest of us would prefer not to read any of it. Everyone be nice and civil towards eachother please and we can all carry on making super plugins... :)
DanH
@DanH
Artist / Producer / International DJ / Developer
DC Breaks
DHPlugins
London Town
Best posts made by DanH
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RE: How can I make Vocal Remover Plugin
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Customer Feedback Lols :D
Thought I'd leave these here in case anyone also wants to post hilarious customer interactions to make us all laugh
followed by:
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RE: The definitive feature request & bug fix roadmap
Feature Request: Draggable ADHSR Envelope (like the curve EQ and Tables etc)
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RE: Thank you Christoph
@obolig it's a good post. Had a similar experience and after some digging back in 2020 I came across HISE (not so much digging required these days!).... It was instantly intuitive and the members on this forum more or less taught me how to script. Many thanks for putting it together @Christoph-Hart
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New Plug-In Released - MOD-EQ-1
For anyone interested I released a new effect plug-in this week... The MOD-EQ-1
Check it out here:
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RE: Open GL on Mac
@MikeB So you might know some of this but here is what I've done to get OpenGL working on both plugin and standalone formats:
1 - Place a Floating Tile set to Custom Settings in your project
2 - Set"GraphicRendering": true,
in the Data section
3 - Set this flag below within your project Preferences in the Extra Definitions categoriesHISE_USE_OPENGL_FOR_PLUGIN=1
So in my experience, at this point, the setting for OpenGL will not appear in the Custom Setting floating tile in HISE itself, but it will appear in your compiled plugin / standalone app. Remember to make the Customs Settings window large enough in your project to include all the settings.
Another way to set the OpenGL to be on/off in your compiled plugin/standalone is to navigate to the AppData folder and open the 'General Settings.xml' file and change the OpenGL setting as per below:
<?xml version="1.0" encoding="UTF-8"?> <GLOBAL_SETTINGS DISK_MODE="0" SCALE_FACTOR="1.5" VOICE_AMOUNT_MULTIPLIER="2" MIDI_CHANNELS="1" SAMPLES_FOUND="1" OPEN_GL="1"/>
Hope this helps. @Casey-Kolb may have more to add to this, however, as his excellent Cube plugin uses OpenGL as well :)
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RE: Starting to use HISE is one of the biggest pains in the neck I've ever had
@AudioHobbyist As @d-healey says start without IPP.
However, if you do want it later here's the last installers I downloaded last year which worked with VS2017 / XCode 10.3:
https://www.dropbox.com/sh/4gx74wg1jpfnk7r/AACkGmy8SdV-j0qsiw5VFYFza?dl=0
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RE: HISE HEAVY ON GPU PROCESSING?
@dustbro @Fortune @d-healey @Natan @Tania-Ghosh Ok so I found this thread:
https://forum.hise.audio/topic/2122/open-gl/10
@Lunacy-Audio found the setting in this doc: StandalonePopupComponents.cpp โ line 128
#if !HISE_USE_OPENGL_FOR_PLUGIN properties[(int)Properties::UseOpenGL] = false; #endif
I've set it to 'true' and recompiled HISE and now I have the 'Use OpenGL' option in my CustomSettings window :)
Latest posts made by DanH
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RE: parametric eq every band has a different color
@goldee do it in scriptnode. set up a new filter for each band (check on here as to which filters are working properly there was a thread from @aaronventure on it), set each filter to the same external buffer display. Then on your UI set up a FilterDisplay floating tile for each band / filter and change the colours (via LAF if you want gradients).
The nodes you can do with the snippet above and a draggableFilterPanel floating tile...
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RE: Distortion Whiz required...
@griffinboy just got round to testing and it works well for boosting 2nd / 4th / 6th etc harmonics - all the even ones (My understanding is that the fundamental and the first harmonic are the same frequency). Sounds quite good in tandem with a distortion module and also good for adding a harmonic to sub bass :) So a big thanks for putting this together!
Were there meant to be some controls in the SNEX Shaper? Because nothing appears when the code is compiled...
I'm not sure I get your method of increasing the level of the fundamental. I need the mix to be at full anyway (unless I've misunderstood your suggestion). The picture below is a 50hz tone run through the distortion I'm trying to emulate and my own emulation layered on top. The key difference which I'm trying to emulate right now is the obvious increased level of the original distortion at 50hz (or the fundamental of any signal running through it).
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RE: Allow/Disallow compile does not remove the faust based code....
@Christoph-Hart I've been doing this recently, had to remove all of them to be sure, plus any files in AdditionalSourceCode
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RE: Need Help with Combobox Function
@Natan what's wrong with
if (value == 1) { LFO.dothething etc } if (value == 2) { LFO.dotheotherthing etc } etc etc
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RE: parametric eq every band has a different color
@goldee using the code in the snippet above you should be able to do it if you are familiar with the LAF functions for the filter display, "drawFilterPath" etc
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RE: parametric eq every band has a different color
@d-healey I'm not sure this is useful for the example he's posted above, other than colouring the node. The image above uses a different display for each band. In fact the more I look at it the less it makes any sense
@goldee If you want something like your image you will need several filter displays layered on top of each other and a parametric eq linked to a draggable filter panel to show the summed eq curve & nodes.
I've done exactly this for dhplugins.com/mod-eq-1
It's a pain though!
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RE: Woocommerce License Manager - Bulk Edit
@Dan-Korneff I've got the name of the table yep. I need to change the maximum activation amount on a specific product id.
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RE: Woocommerce License Manager - Bulk Edit
@Matt_SF I just can't be bothered to set it up. Did it manually.
Out of interest what's the best method to set up a staging area?
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RE: Woocommerce License Manager - Bulk Edit
@Matt_SF Thanks, I'm going to abort, seems too risky!